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Rename namespace EQEmu to namespace EQ (so we don't have two similar but different namespaces anymore)
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+6
-6
@@ -30,7 +30,7 @@ class Raid;
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struct ExtraAttackOptions;
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struct NPCType;
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namespace EQEmu
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namespace EQ
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{
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class ItemInstance;
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}
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@@ -51,9 +51,9 @@ class Corpse : public Mob {
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static Corpse* LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std::string in_charname, const glm::vec4& position, std::string time_of_death, bool rezzed, bool was_at_graveyard, uint32 guild_consent_id);
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/* Corpse: General */
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill) { return true; }
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQEmu::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None) { return; }
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virtual bool Attack(Mob* other, int Hand = EQEmu::invslot::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = true, bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr) { return false; }
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, EQ::skills::SkillType attack_skill) { return true; }
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, EQ::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None) { return; }
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virtual bool Attack(Mob* other, int Hand = EQ::invslot::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = true, bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr) { return false; }
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virtual bool HasRaid() { return false; }
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virtual bool HasGroup() { return false; }
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virtual Raid* GetRaid() { return 0; }
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@@ -138,7 +138,7 @@ class Corpse : public Mob {
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virtual void UpdateEquipmentLight();
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protected:
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void MoveItemToCorpse(Client *client, EQEmu::ItemInstance *inst, int16 equipSlot, std::list<uint32> &removedList);
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void MoveItemToCorpse(Client *client, EQ::ItemInstance *inst, int16 equipSlot, std::list<uint32> &removedList);
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private:
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bool is_player_corpse; /* Determines if Player Corpse or not */
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@@ -167,7 +167,7 @@ private:
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Timer corpse_delay_timer;
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Timer corpse_graveyard_timer;
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Timer loot_cooldown_timer; /* Delay between loot actions on the corpse entity */
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EQEmu::TintProfile item_tint;
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EQ::TintProfile item_tint;
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std::vector<std::string> consented_player_names;
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LootRequestType loot_request_type;
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